Remedy Entertainment’s Approach to Dialogue in Control Resonant: A…
Remedy Entertainment’s Approach to Dialogue in Control Resonant: A Response to Critics
Last month, during Sony’s State of Play event, Remedy Entertainment showcased new gameplay for their upcoming sequel, Control Resonant. While the gameplay looked impressive, some viewers criticized the in-game dialogue between two characters for resembling the infamous “Focus, M” video that mocked AAA writing. When we had the opportunity to speak with Remedy’s creative director Mikael Kasurinen, lead gameplay designer Sergey Moho, and communications director Thomas Puha during a preview event, we addressed these concerns.
Understanding the Criticism
During the Q&A session following the preview, I asked about the viral tweet criticizing a moment from the State of Play that claimed the dialogue between main character Dylan and an off-screen handler was reminiscent of the “Focus, M” video. Puha, who had previously responded to the criticism on Twitter, acknowledged that he was unaware of the meme but assured us that Remedy knew how to write good dialogue.
The Importance of Context
“Not to kind of dismiss people’s take on this, but like, you’re seeing an isolated conversation out of an experience that is very long,” Puha explained. He also mentioned that “most of the dialogue” in the State of Play gameplay video was “placeholder.”
Remedy’s Perspective
“I think that’s the key thing. We at Remedy, of course, care deeply about the characters and stories we want to tell, and we want everything that is in service to the player to feel meaningful and important and so on,” Mikael Kasurinen added.
The Future of Control Resonant
Control Resonant is set to launch later this year on PS5, Xbox Series X/S, and PC. With the team’s commitment to creating engaging and impactful dialogue, fans can look forward to a rich and immersive experience.
Frequently Asked Questions
- What did the viral tweet criticize about Control Resonant’s dialogue? The tweet criticized a moment from Sony’s State of Play that claimed the dialogue between main character Dylan and an off-screen handler was doing that “AAA dialog” thing in reference to the “Focus, M” viral video and the ongoing discourse it created about big-budget games being chatty in a particular, contrived sort of way.
- What did Remedy’s communications director, Thomas Puha, say about the criticism? Puha acknowledged that he was unaware of the meme but assured us that Remedy knew how to write good dialogue.
- What did Mikael Kasurinen add about the criticism? Kasurinen emphasized that the team at Remedy cared deeply about the characters and stories they wanted to tell and that everything in the game was in service to the player.
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